mirror of https://github.com/PCSX2/pcsx2.git
440 lines
12 KiB
C++
440 lines
12 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRendererDX.h"
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#include "GSDeviceDX.h"
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GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
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: GSRendererHW(tc)
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, m_pixelcenter(pixelcenter)
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{
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m_logz = !!theApp.GetConfig("logz", 0);
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m_fba = !!theApp.GetConfig("fba", 1);
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UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0) && !!theApp.GetConfig("UserHacks", 0);
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UserHacks_AlphaStencil = !!theApp.GetConfig("UserHacks_AlphaStencil", 0) && !!theApp.GetConfig("UserHacks", 0);
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UserHacks_TCOffset = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_TCOffset", 0) : 0;
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UserHacks_TCO_x = (UserHacks_TCOffset & 0xFFFF) / -1000.0f;
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UserHacks_TCO_y = ((UserHacks_TCOffset >> 16) & 0xFFFF) / -1000.0f;
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}
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GSRendererDX::~GSRendererDX()
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{
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}
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void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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const GSVector2i& rtsize = rt->GetSize();
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const GSVector2& rtscale = rt->GetScale();
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bool DATE = m_context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
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GSTexture* rtcopy = NULL;
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ASSERT(m_dev != NULL);
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GSDeviceDX* dev = (GSDeviceDX*)m_dev;
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if(DATE)
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{
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if(dev->HasStencil())
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{
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GSVector4 s = GSVector4(rtscale.x / rtsize.x, rtscale.y / rtsize.y);
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GSVector4 o = GSVector4(-1.0f, 1.0f);
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GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
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GSVector4 dst = src * 2.0f + o.xxxx();
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
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};
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dev->SetupDATE(rt, ds, vertices, m_context->TEST.DATM);
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}
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else
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{
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rtcopy = dev->CreateRenderTarget(rtsize.x, rtsize.y, false, rt->GetFormat());
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// I'll use VertexTrace when I consider it more trustworthy
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dev->CopyRect(rt, rtcopy, GSVector4i(rtsize).zwxy());
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}
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}
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//
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dev->BeginScene();
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// om
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GSDeviceDX::OMDepthStencilSelector om_dssel;
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if(context->TEST.ZTE)
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{
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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}
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if(m_fba)
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{
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om_dssel.fba = context->FBA.FBA;
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}
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GSDeviceDX::OMBlendSelector om_bsel;
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if(!IsOpaque())
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{
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om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
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om_bsel.a = context->ALPHA.A;
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om_bsel.b = context->ALPHA.B;
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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if(env.PABE.PABE)
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{
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if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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om_bsel.abe = 0;
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}
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else
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{
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//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
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//ASSERT(0);
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}
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}
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}
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om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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// vs
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GSDeviceDX::VSSelector vs_sel;
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vs_sel.tme = PRIM->TME;
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vs_sel.fst = PRIM->FST;
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vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
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vs_sel.rtcopy = !!rtcopy;
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(m_vt.m_max.p.z > 0xffffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffffff);
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > 0xffffff)
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(m_vt.m_max.p.z > 0xffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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// Fixme : Same as above, I guess.
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if (m_vt.m_min.p.z > 0xffff)
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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}
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GSDeviceDX::VSConstantBuffer vs_cb;
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float sx = 2.0f * rtscale.x / (rtsize.x << 4);
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float sy = 2.0f * rtscale.y / (rtsize.y << 4);
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float ox = (float)(int)context->XYOFFSET.OFX;
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float oy = (float)(int)context->XYOFFSET.OFY;
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float ox2 = 2.0f * m_pixelcenter.x / rtsize.x;
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float oy2 = 2.0f * m_pixelcenter.y / rtsize.y;
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//This hack subtracts around half a pixel from OFX and OFY. (Cannot do this directly,
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//because DX10 and DX9 have a different pixel center.)
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//
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//The resulting shifted output aligns better with common blending / corona / blurring effects,
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//but introduces a few bad pixels on the edges.
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if(rt->LikelyOffset)
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{
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// DX9 has pixelcenter set to 0.0, so give it some value here
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if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
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ox2 *= rt->OffsetHack_modx;
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oy2 *= rt->OffsetHack_mody;
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}
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vs_cb.VertexScale = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
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vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
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// gs
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GSDeviceDX::GSSelector gs_sel;
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gs_sel.iip = PRIM->IIP;
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gs_sel.prim = m_vt.m_primclass;
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// ps
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GSDeviceDX::PSSelector ps_sel;
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GSDeviceDX::PSSamplerSelector ps_ssel;
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GSDeviceDX::PSConstantBuffer ps_cb;
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if(DATE)
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{
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if(dev->HasStencil())
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{
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om_dssel.date = 1;
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}
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else
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{
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ps_sel.date = 1 + context->TEST.DATM;
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}
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}
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if(env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
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{
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ps_sel.colclip = 1;
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}
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ps_sel.clr1 = om_bsel.IsCLR1();
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ps_sel.fba = context->FBA.FBA;
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ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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if(UserHacks_AlphaHack) ps_sel.aout = 1;
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if(PRIM->FGE)
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{
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ps_sel.fog = 1;
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ps_cb.FogColor_AREF = GSVector4::rgba32(env.FOGCOL.u32[0]) / 255;
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}
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if(context->TEST.ATE)
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ps_sel.atst = context->TEST.ATST;
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else
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ps_sel.atst = ATST_ALWAYS;
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if (context->TEST.ATE && context->TEST.ATST > 1)
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ps_cb.FogColor_AREF.a = (float)context->TEST.AREF;
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// Destination alpha pseudo stencil hack: use a stencil operation combined with an alpha test
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// to only draw pixels which would cause the destination alpha test to fail in the future once.
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// Unfortunately this also means only drawing those pixels at all, which is why this is a hack.
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// The interaction with FBA in D3D9 is probably less than ideal.
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if (UserHacks_AlphaStencil && DATE && dev->HasStencil() && om_bsel.wa && (!context->TEST.ATE || context->TEST.ATST == 1))
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{
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if (!context->FBA.FBA)
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{
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if (context->TEST.DATM == 0)
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ps_sel.atst = 5; // >=
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else
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ps_sel.atst = 2; // <
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ps_cb.FogColor_AREF.a = (float)0x80;
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}
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if (!(context->FBA.FBA && context->TEST.DATM == 1))
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om_dssel.alpha_stencil = 1;
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}
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if(tex)
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{
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[context->TEX0.PSM];
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const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[context->TEX0.CPSM] : psm;
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bool bilinear = m_filter == 2 ? m_vt.IsLinear() : m_filter != 0;
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bool simple_sample = !tex->m_palette && cpsm.fmt == 0 && context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3;
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ps_sel.wms = context->CLAMP.WMS;
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ps_sel.wmt = context->CLAMP.WMT;
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ps_sel.fmt = tex->m_palette? cpsm.fmt | 4 : cpsm.fmt;
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ps_sel.aem = env.TEXA.AEM;
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.ltf = bilinear && !simple_sample;
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ps_sel.rt = tex->m_target;
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ps_sel.spritehack = tex->m_spritehack_t;
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ps_sel.point_sampler = !(bilinear && simple_sample);
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int w = tex->m_texture->GetWidth();
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int h = tex->m_texture->GetHeight();
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int tw = (int)(1 << context->TEX0.TW);
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int th = (int)(1 << context->TEX0.TH);
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GSVector4 WH(tw, th, w, h);
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if(PRIM->FST)
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{
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vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy();
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//Maybe better?
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//vs_cb.TextureScale = GSVector4(1.0f / 16) * GSVector4(tex->m_texture->GetScale()).xyxy() / WH.zwzw();
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ps_sel.fst = 1;
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}
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ps_cb.WH = WH;
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ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
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ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
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// TC Offset Hack
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ps_sel.tcoffsethack = !!UserHacks_TCOffset;
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ps_cb.TC_OffsetHack = GSVector4(UserHacks_TCO_x, UserHacks_TCO_y).xyxy() / WH.xyxy();
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GSVector4 clamp(ps_cb.MskFix);
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GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
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ps_cb.MinMax = clamp / WH.xyxy();
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ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
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ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
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ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
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ps_ssel.ltf = bilinear && simple_sample;
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}
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else
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{
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ps_sel.tfx = 4;
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}
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// rs
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GSVector4i scissor = GSVector4i(GSVector4(rtscale).xyxy() * context->scissor.in).rintersect(GSVector4i(rtsize).zwxy());
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dev->OMSetRenderTargets(rt, ds, &scissor);
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dev->PSSetShaderResource(0, tex ? tex->m_texture : NULL);
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dev->PSSetShaderResource(1, tex ? tex->m_palette : NULL);
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dev->PSSetShaderResource(2, rtcopy);
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uint8 afix = context->ALPHA.FIX;
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SetupIA();
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dev->SetupOM(om_dssel, om_bsel, afix);
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dev->SetupVS(vs_sel, &vs_cb);
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dev->SetupGS(gs_sel);
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dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
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// draw
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if(context->TEST.DoFirstPass())
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{
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dev->DrawIndexedPrimitive();
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if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
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{
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GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
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GSDeviceDX::PSSelector ps_selneg(ps_sel);
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om_bselneg.negative = 1;
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ps_selneg.colclip = 2;
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dev->SetupOM(om_dssel, om_bselneg, afix);
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dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
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dev->DrawIndexedPrimitive();
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dev->SetupOM(om_dssel, om_bsel, afix);
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}
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}
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if(context->TEST.DoSecondPass())
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{
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ASSERT(!env.PABE.PABE);
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static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
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ps_sel.atst = iatst[ps_sel.atst];
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dev->SetupPS(ps_sel, &ps_cb, ps_ssel);
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bool z = om_dssel.zwe;
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bool r = om_bsel.wr;
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bool g = om_bsel.wg;
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bool b = om_bsel.wb;
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bool a = om_bsel.wa;
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switch(context->TEST.AFAIL)
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{
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case 0: z = r = g = b = a = false; break; // none
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case 1: z = false; break; // rgba
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case 2: r = g = b = a = false; break; // z
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case 3: z = a = false; break; // rgb
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default: __assume(0);
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}
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if(z || r || g || b || a)
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{
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om_dssel.zwe = z;
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om_bsel.wr = r;
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om_bsel.wg = g;
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om_bsel.wb = b;
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om_bsel.wa = a;
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dev->SetupOM(om_dssel, om_bsel, afix);
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dev->DrawIndexedPrimitive();
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if (env.COLCLAMP.CLAMP == 0 && /* hack */ !tex && PRIM->PRIM != GS_POINTLIST)
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{
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GSDeviceDX::OMBlendSelector om_bselneg(om_bsel);
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GSDeviceDX::PSSelector ps_selneg(ps_sel);
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om_bselneg.negative = 1;
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ps_selneg.colclip = 2;
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dev->SetupOM(om_dssel, om_bselneg, afix);
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dev->SetupPS(ps_selneg, &ps_cb, ps_ssel);
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dev->DrawIndexedPrimitive();
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}
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}
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}
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dev->EndScene();
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dev->Recycle(rtcopy);
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if(om_dssel.fba) UpdateFBA(rt);
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}
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